For some people, it isn't the destination but the journey that matters. Everyone else just wishes for a teleporter already. Teleporter Escape, an escape game from Cool Escapers, has something for both these groups. You find yourself staring at a locked door, and your goal is to find out what the heck is behind it. It's the machine to the right of the door that's really interesting, though, since you can use it to teleport to other rooms, all of which hold clues to unlocking the main door. Click on items to collect, move, or toggle them. Once an item is in your inventory you can drag it to any area on your screen to find out if it can interact with whatever area you're dragging it to. If you've made a good match, you don't even have to release the mouse button. You can move through many rooms by clicking to the extreme left or right of the screen.

From the game's simple premise and graphics, it might seem like there's nothing special about Teleporter Escape, and to an extent this is true. You get a few dozen rooms, a red-handled screwdriver, some petty theft and vandalism, and finally an open door. It's the quality and complexity of the puzzles that makes Teleporter Escape shiny. This is one of those games where it helps to have some scrap paper and a pencil handy, as you'll be retracing your tracks quite often. There's quite an array of puzzles to solve, ranging from a number riddle to a tile-swapping puzzle to a crossword, and this can be either amazing or frustrating depending on your ability level and the quality of your mouse. The crossword puzzle in particular would be better with keyboard input. There's also no auto-save function, so it's a good idea to only start the game when you have time to spend. That said, Teleporter Escape is a set of linked challenges that's well worth your time if you like finding your way out of places.

Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.

Room 1

1) Move left.

2) Pick up the fuse and your first note - Room 2 Pass.

3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.

4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).

i) Sequence is important.

ii) The color of the number is important.

iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.

The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.

Click the dials in sequence, following the color of the digits in the note.

Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8

Room 2 is now opened.

Room 2

1) Bottles everywhere, and they're of different heights and of different lid colors too!

2) Open the brown lid and retrieve your second note - Room 6 Pass.

3) Take note of the heights and colors of the bottles.

4) There's nothing to do here now, so return to Room 1.

5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.

Press the buttons on the teleporter like you did previously.

Solution: Y7, R5, R3, Y4, R8, Y1, R7

Proceed to Room 6.

Room 6

1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.

2) Pick up your third note - Room 12 Pass.

3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.

4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?

i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...

ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.

Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.

Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7

Room 12 is now accessible.

Room 12

1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.

2) The knobs have three different levels.

3) A bottle shaped room? Where have we seen bottles before?

i) Go to room 2.

ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?

The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.

Follow the sequence of the bottle heights and you're set.

Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Room 7 opens. Take the item that is revealed - Shape 2.

Room 7

1) Three vases, and also a '2' with a pink background. Take note of it.

2) Take your fourth note - Room 9 Pass from the red vase.

3) Nothing left to do here, so return to Room 1.

4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?

5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...

i) 13:45 is the 24-hour format of 1:45pm.

ii) If the red dials represent the numbers on a clock, maybe it has to do with time?

iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?

iv) What if I had hour and minute hands on the clock instead? How would that change things?

Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.

Solution: R1, R9, Y1, Y5, Y7

Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!

Room 9 opens.

Room 9

1) A room with a colored grid of 7 by 3.

2) Seven? Where did we see seven of something previously that had so many colors?

i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.

ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!

Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.

For the maze, to make it easier
You can first press ctrl + to enlarge the flash and the maze.
Then if you still have problem, go to the setup of your computer, find the mouse set up, make the speed of your cursor to be the slowest.

I have now opened room 1, 2, 6, 7, 8, 9 and 12. And I am stuck! Got 4 notes, a hammer, a fuse and a red ball. I cannot do anything with clock, 3 yellow balls on a wall or a plate that is screwed shut. What am I missing?

It's a Sudoku puzzle, the signs are x for multiplication, + for addition, - for subtraction, and % for division. Additionally, it's a zone type of Sudoku so the signs apply to specific zones of numbers.

I've got my adblocker disabled (like on all of my gaming sites), and get stuck at the spinning 'loading ad' screen. I've also tried with I.E. (which doesn't have a built-in adblocker) and get that Internet Explorer can't display this site. I also get that message with another escape-game site. I really don't want to download a third browser - help?

@Username - Ken-ken is like Sudoku, in that each line or column can have only one of each digit in it. The twist comes in that the outlined areas with the operators (+,-,X,/) in them have to give you the numeric answer on that outlined area. So, for example, a 2-block group marked '8-' would have to contain two digits that differ by 8 (1 and 9 are the only possibilities). A three-block area marked 105x would have to be 3, 5, and 7 (3x5x7 = 105). A bent region can have repeated digits, as long as those digits aren't in the same row/column (an L-shaped 19+ could be 9,1,9 - but only if the 1 was in the corner of the L.)

Very cool! This is the first escape game I've played in a while that seems like it has the potential to become a sub-genre in itself. The lazy player in me did wish for an easier way than (GASP!) taking notes (or relying on Indie Gee's helpful list) to keep track of what was in each room. One idea would be to put all of each room's puzzles on one screen, and have a video display on the teleporter that showed the room in miniature when you mouse over its button.

Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.

Room 1

1) Move left.

2) Pick up the fuse and your first note - Room 2 Pass.

3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.

4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).

i) Sequence is important.

ii) The color of the number is important.

iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.

The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.

Click the dials in sequence, following the color of the digits in the note.

Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8

Room 2 is now opened.

Room 2

1) Bottles everywhere, and they're of different heights and of different lid colors too!

2) Open the brown lid and retrieve your second note - Room 6 Pass.

3) Take note of the heights and colors of the bottles.

4) There's nothing to do here now, so return to Room 1.

5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.

Press the buttons on the teleporter like you did previously.

Solution: Y7, R5, R3, Y4, R8, Y1, R7

Proceed to Room 6.

Room 6

1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.

2) Pick up your third note - Room 12 Pass.

3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.

4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?

i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...

ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.

Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.

Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7

Room 12 is now accessible.

Room 12

1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.

2) The knobs have three different levels.

3) A bottle shaped room? Where have we seen bottles before?

i) Go to room 2.

ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?

The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.

Follow the sequence of the bottle heights and you're set.

Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Room 7 opens. Take the item that is revealed - Shape 2.

Room 7

1) Three vases, and also a '2' with a pink background. Take note of it.

2) Take your fourth note - Room 9 Pass from the red vase.

3) Nothing left to do here, so return to Room 1.

4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?

5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...

i) 13:45 is the 24-hour format of 1:45pm.

ii) If the red dials represent the numbers on a clock, maybe it has to do with time?

iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?

iv) What if I had hour and minute hands on the clock instead? How would that change things?

Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.

Solution: R1, R9, Y1, Y5, Y7

Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!

Room 9 opens.

Room 9

1) A room with a colored grid of 7 by 3.

2) Seven? Where did we see seven of something previously that had so many colors?

i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.

ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!

Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.

I have the fuse and the letter 'N' (or this might be the note people have mentioned). I have no idea what to do next.

The only reason I got into room 2 is that I followed Friars advice to set the circular set of buttons 5,6,7 to Green and 2,3,4 and 8 & 9 on the the row of buttons to green as well. How did you figure that out?

Many thanks for the helpful notes/hints/walkthroughs above, but wanted to add one observation.
For room 21

There are periods next to each letter that indicate the number of letters in the missing word. For the top clue, the first word has 6 letters and starts with 'p', the second has 8 letters starting with 'c'

Was the avoidance game *really* necessary? I hate those games. They're so frustrating and aren't at all related to your ability to solve puzzles. I was really liking this game up til that point, and even though I really want to finish it, I quit.

Enable MouseKeys, if you have a numeric keypad on your keyboard. If you're on a laptop that doesn't have a dedicated 10-key, you MIGHT be able to still use it with that weird built-in keypad replacement that no one ever uses otherwise (you know, where you hit numlock and some of the letters turn into numbers). Anyway, enable MouseKeys, hover your arrow over the red ball, hold down the mouse button, and keep it held down while you use the MouseKeys to navigate the maze.

That's how I did it. A little slower, perhaps, but I managed it on the first try.

its supposed to be 32 pieces in a chessboard, but that is not a phrase that is actually used. You might say on a chessboard, or in chess, or something like that, but "pieces in a chessboard" is a completely bogus phrase to fill in from that information.

There's a little trick that works with a lot of Flash games with annoying mouse-moving puzzles, including the maze puzzle in room 13 of this game. I don't think that there is an easier or faster way to pass the maze.

First, move the cursor over the ball, and hold down the left mouse button as if to drag it normally. Then, while still holding the left mouse button down, right-click to bring up the Flash context menu. Now, making sure to keep your cursor away from the context menu options, let go of the left mouse button. Both mouse buttons should be released at this point, while the context menu is still being displayed on the screen. Finally, move your cursor to a clear space next to the goal area, and then click and hold the left mouse button again. The context menu will disappear, and the ball will jump to your cursor. The cheating message isn't triggered, I suspect because the game only checks that the ball hasn't gone outside the maze boundary.

Has anyone else noticed that a lot of the sound effects are identical to the sound effects in Submachine games? The item pickup sound, the page turning sound, the sound when you open the container in room 12, those are all familiar-sounding to me.

Seems this game has been revised. It's no longer possible to attempt the "shortcut" in that maze in Room 13 and there is a mysterious cracked wall in Room 20 (the hammer is also still in your inventory when you get ready to step out).

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